James Price a5d73ce965 transform/shader_io: Generate a wrapper function
This is a major reworking of this transform. The old transform code
was getting unwieldy, with part of the complication coming from the
handling of multiple return statements. By generating a wrapper
function instead, we can avoid a lot of this complexity.

The original entry point function is stripped of all shader IO
attributes (as well as `stage` and `workgroup_size`), but the body is
left unmodified. A new entry point wrapper function is introduced
which calls the original function, packing/unpacking the shader inputs
as necessary, and propagates the result to the corresponding shader
outputs.

The new code has been refactored to use a state object with the
different parts of the transform split into separate functions, which
makes it much more manageable.

Fixed: tint:1076
Bug: tint:920
Change-Id: I3490a0ea7a3509a4e198ce730e476516649d8d96
Reviewed-on: https://dawn-review.googlesource.com/c/tint/+/60521
Auto-Submit: James Price <jrprice@google.com>
Kokoro: Kokoro <noreply+kokoro@google.com>
Commit-Queue: James Price <jrprice@google.com>
Reviewed-by: Ben Clayton <bclayton@google.com>
2021-08-04 22:15:28 +00:00

90 lines
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#include <metal_stdlib>
using namespace metal;
struct buf0 {
/* 0x0000 */ float one;
};
struct main_out {
float4 x_GLF_color_1;
};
struct tint_symbol_1 {
float4 x_GLF_color_1 [[color(0)]];
};
void main_1(constant buf0& x_8, thread float4* const tint_symbol_3, thread float4* const tint_symbol_4) {
float2 a = 0.0f;
float3 b = 0.0f;
bool x_105 = false;
bool x_111 = false;
bool x_106_phi = false;
bool x_112_phi = false;
a = float2(1.0f, 1.0f);
b = float3(0.0f, 0.0f, 0.0f);
float const x_52 = (*(tint_symbol_3)).y;
if ((int(x_52) < 40)) {
b = float3(0.100000001f, 0.100000001f, 0.100000001f);
} else {
float const x_59 = (*(tint_symbol_3)).y;
if ((int(x_59) < 60)) {
b = float3(0.200000003f, 0.200000003f, 0.200000003f);
} else {
float const x_66 = (*(tint_symbol_3)).y;
if ((x_66 < 80.0f)) {
float const x_72 = a.x;
float const x_74 = x_8.one;
b = (cos((float3(x_72, x_72, x_72) + float3(x_74, x_74, x_74))) + float3(0.01f, 0.01f, 0.01f));
} else {
float const x_82 = (*(tint_symbol_3)).y;
if ((int(x_82) < 100)) {
float const x_89 = x_8.one;
b = cos(float3(x_89, x_89, x_89));
} else {
float const x_93 = (*(tint_symbol_3)).y;
if ((int(x_93) < 500)) {
b = float3(0.540302277f, 0.540302277f, -0.99996084f);
}
}
}
}
}
float const x_99 = b.x;
bool const x_100 = (x_99 < 1.019999981f);
x_106_phi = x_100;
if (x_100) {
float const x_104 = b.y;
x_105 = (x_104 < 1.019999981f);
x_106_phi = x_105;
}
bool const x_106 = x_106_phi;
x_112_phi = x_106;
if (x_106) {
float const x_110 = b.z;
x_111 = (x_110 < 1.019999981f);
x_112_phi = x_111;
}
bool const x_112 = x_112_phi;
if (x_112) {
*(tint_symbol_4) = float4(1.0f, 0.0f, 0.0f, 1.0f);
} else {
*(tint_symbol_4) = float4(0.0f, 0.0f, 0.0f, 0.0f);
}
return;
}
main_out tint_symbol_inner(constant buf0& x_8, float4 gl_FragCoord_param, thread float4* const tint_symbol_5, thread float4* const tint_symbol_6) {
*(tint_symbol_5) = gl_FragCoord_param;
main_1(x_8, tint_symbol_5, tint_symbol_6);
main_out const tint_symbol_2 = {.x_GLF_color_1=*(tint_symbol_6)};
return tint_symbol_2;
}
fragment tint_symbol_1 tint_symbol(float4 gl_FragCoord_param [[position]], constant buf0& x_8 [[buffer(0)]]) {
thread float4 tint_symbol_7 = 0.0f;
thread float4 tint_symbol_8 = 0.0f;
main_out const inner_result = tint_symbol_inner(x_8, gl_FragCoord_param, &(tint_symbol_7), &(tint_symbol_8));
tint_symbol_1 wrapper_result = {};
wrapper_result.x_GLF_color_1 = inner_result.x_GLF_color_1;
return wrapper_result;
}